mirror of
https://github.com/ZDoom/Raze.git
synced 2024-11-15 17:01:28 +00:00
84173ee09b
The main bulk of this is the new start screen code. To make this work in Raze some more work on the startup procedure is needed. What this does provide is support for the DOS end-of-game text screens in Duke and SW on non-Windows systems.
437 lines
14 KiB
C++
437 lines
14 KiB
C++
/*
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** Vulkan backend
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** Copyright (c) 2016-2020 Magnus Norddahl
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**
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** This software is provided 'as-is', without any express or implied
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** warranty. In no event will the authors be held liable for any damages
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** arising from the use of this software.
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**
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** Permission is granted to anyone to use this software for any purpose,
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** including commercial applications, and to alter it and redistribute it
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** freely, subject to the following restrictions:
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**
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** 1. The origin of this software must not be misrepresented; you must not
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** claim that you wrote the original software. If you use this software
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** in a product, an acknowledgment in the product documentation would be
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** appreciated but is not required.
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** 2. Altered source versions must be plainly marked as such, and must not be
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** misrepresented as being the original software.
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** 3. This notice may not be removed or altered from any source distribution.
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**
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*/
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#include "c_cvars.h"
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#include "hw_material.h"
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#include "hw_cvars.h"
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#include "hw_renderstate.h"
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#include "vulkan/system/vk_objects.h"
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#include "vulkan/system/vk_builders.h"
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#include "vulkan/system/vk_framebuffer.h"
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#include "vulkan/textures/vk_samplers.h"
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#include "vulkan/renderer/vk_renderpass.h"
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#include "vulkan/renderer/vk_postprocess.h"
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#include "vulkan/renderer/vk_renderbuffers.h"
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#include "vulkan/shaders/vk_shader.h"
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#include "vk_hwtexture.h"
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VkHardwareTexture *VkHardwareTexture::First = nullptr;
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VkHardwareTexture::VkHardwareTexture(int numchannels)
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{
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mTexelsize = numchannels;
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Next = First;
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First = this;
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if (Next) Next->Prev = this;
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}
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VkHardwareTexture::~VkHardwareTexture()
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{
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if (Next) Next->Prev = Prev;
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if (Prev) Prev->Next = Next;
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else First = Next;
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Reset();
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}
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void VkHardwareTexture::ResetAll()
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{
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for (VkHardwareTexture *cur = VkHardwareTexture::First; cur; cur = cur->Next)
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cur->Reset();
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}
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void VkHardwareTexture::Reset()
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{
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if (auto fb = GetVulkanFrameBuffer())
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{
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if (mappedSWFB)
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{
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mImage.Image->Unmap();
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mappedSWFB = nullptr;
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}
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auto &deleteList = fb->FrameDeleteList;
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if (mImage.Image) deleteList.Images.push_back(std::move(mImage.Image));
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if (mImage.View) deleteList.ImageViews.push_back(std::move(mImage.View));
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for (auto &it : mImage.RSFramebuffers) deleteList.Framebuffers.push_back(std::move(it.second));
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if (mDepthStencil.Image) deleteList.Images.push_back(std::move(mDepthStencil.Image));
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if (mDepthStencil.View) deleteList.ImageViews.push_back(std::move(mDepthStencil.View));
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for (auto &it : mDepthStencil.RSFramebuffers) deleteList.Framebuffers.push_back(std::move(it.second));
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mImage.reset();
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mDepthStencil.reset();
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}
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}
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VkTextureImage *VkHardwareTexture::GetImage(FTexture *tex, int translation, int flags)
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{
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if (!mImage.Image)
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{
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CreateImage(tex, translation, flags);
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}
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return &mImage;
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}
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VkTextureImage *VkHardwareTexture::GetDepthStencil(FTexture *tex)
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{
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if (!mDepthStencil.View)
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{
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auto fb = GetVulkanFrameBuffer();
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VkFormat format = fb->GetBuffers()->SceneDepthStencilFormat;
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int w = tex->GetWidth();
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int h = tex->GetHeight();
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ImageBuilder builder;
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builder.setSize(w, h);
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builder.setSamples(VK_SAMPLE_COUNT_1_BIT);
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builder.setFormat(format);
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builder.setUsage(VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT);
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mDepthStencil.Image = builder.create(fb->device);
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mDepthStencil.Image->SetDebugName("VkHardwareTexture.DepthStencil");
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mDepthStencil.AspectMask = VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT;
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ImageViewBuilder viewbuilder;
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viewbuilder.setImage(mDepthStencil.Image.get(), format, VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT);
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mDepthStencil.View = viewbuilder.create(fb->device);
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mDepthStencil.View->SetDebugName("VkHardwareTexture.DepthStencilView");
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VkImageTransition barrier;
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barrier.addImage(&mDepthStencil, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL, true);
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barrier.execute(fb->GetTransferCommands());
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}
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return &mDepthStencil;
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}
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void VkHardwareTexture::CreateImage(FTexture *tex, int translation, int flags)
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{
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if (!tex->isHardwareCanvas())
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{
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FTextureBuffer texbuffer = tex->CreateTexBuffer(translation, flags | CTF_ProcessData);
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bool indexed = flags & CTF_Indexed;
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CreateTexture(texbuffer.mWidth, texbuffer.mHeight,indexed? 1 : 4, indexed? VK_FORMAT_R8_UNORM : VK_FORMAT_B8G8R8A8_UNORM, texbuffer.mBuffer, !indexed);
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}
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else
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{
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auto fb = GetVulkanFrameBuffer();
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VkFormat format = VK_FORMAT_R8G8B8A8_UNORM;
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int w = tex->GetWidth();
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int h = tex->GetHeight();
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ImageBuilder imgbuilder;
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imgbuilder.setFormat(format);
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imgbuilder.setSize(w, h);
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imgbuilder.setUsage(VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT);
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mImage.Image = imgbuilder.create(fb->device);
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mImage.Image->SetDebugName("VkHardwareTexture.mImage");
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ImageViewBuilder viewbuilder;
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viewbuilder.setImage(mImage.Image.get(), format);
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mImage.View = viewbuilder.create(fb->device);
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mImage.View->SetDebugName("VkHardwareTexture.mImageView");
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auto cmdbuffer = fb->GetTransferCommands();
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VkImageTransition imageTransition;
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imageTransition.addImage(&mImage, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, true);
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imageTransition.execute(cmdbuffer);
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}
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}
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void VkHardwareTexture::CreateTexture(int w, int h, int pixelsize, VkFormat format, const void *pixels, bool mipmap)
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{
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if (w <= 0 || h <= 0)
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throw CVulkanError("Trying to create zero size texture");
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auto fb = GetVulkanFrameBuffer();
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int totalSize = w * h * pixelsize;
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BufferBuilder bufbuilder;
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bufbuilder.setSize(totalSize);
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bufbuilder.setUsage(VK_BUFFER_USAGE_TRANSFER_SRC_BIT, VMA_MEMORY_USAGE_CPU_ONLY);
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std::unique_ptr<VulkanBuffer> stagingBuffer = bufbuilder.create(fb->device);
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stagingBuffer->SetDebugName("VkHardwareTexture.mStagingBuffer");
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uint8_t *data = (uint8_t*)stagingBuffer->Map(0, totalSize);
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memcpy(data, pixels, totalSize);
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stagingBuffer->Unmap();
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ImageBuilder imgbuilder;
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imgbuilder.setFormat(format);
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imgbuilder.setSize(w, h, !mipmap ? 1 : GetMipLevels(w, h));
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imgbuilder.setUsage(VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT);
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mImage.Image = imgbuilder.create(fb->device);
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mImage.Image->SetDebugName("VkHardwareTexture.mImage");
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ImageViewBuilder viewbuilder;
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viewbuilder.setImage(mImage.Image.get(), format);
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mImage.View = viewbuilder.create(fb->device);
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mImage.View->SetDebugName("VkHardwareTexture.mImageView");
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auto cmdbuffer = fb->GetTransferCommands();
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VkImageTransition imageTransition;
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imageTransition.addImage(&mImage, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, true);
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imageTransition.execute(cmdbuffer);
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VkBufferImageCopy region = {};
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region.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
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region.imageSubresource.layerCount = 1;
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region.imageExtent.depth = 1;
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region.imageExtent.width = w;
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region.imageExtent.height = h;
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cmdbuffer->copyBufferToImage(stagingBuffer->buffer, mImage.Image->image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, ®ion);
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fb->FrameTextureUpload.Buffers.push_back(std::move(stagingBuffer));
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if (mipmap) mImage.GenerateMipmaps(cmdbuffer);
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// If we queued more than 64 MB of data already: wait until the uploads finish before continuing
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fb->FrameTextureUpload.TotalSize += totalSize;
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if (fb->FrameTextureUpload.TotalSize > 64 * 1024 * 1024)
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fb->WaitForCommands(false, true);
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}
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int VkHardwareTexture::GetMipLevels(int w, int h)
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{
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int levels = 1;
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while (w > 1 || h > 1)
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{
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w = max(w >> 1, 1);
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h = max(h >> 1, 1);
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levels++;
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}
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return levels;
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}
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void VkHardwareTexture::AllocateBuffer(int w, int h, int texelsize)
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{
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if (mImage.Image && (mImage.Image->width != w || mImage.Image->height != h || mTexelsize != texelsize))
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{
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Reset();
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}
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if (!mImage.Image)
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{
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auto fb = GetVulkanFrameBuffer();
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VkFormat format = texelsize == 4 ? VK_FORMAT_B8G8R8A8_UNORM : VK_FORMAT_R8_UNORM;
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ImageBuilder imgbuilder;
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VkDeviceSize allocatedBytes = 0;
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imgbuilder.setFormat(format);
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imgbuilder.setSize(w, h);
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imgbuilder.setLinearTiling();
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imgbuilder.setUsage(VK_IMAGE_USAGE_SAMPLED_BIT, VMA_MEMORY_USAGE_UNKNOWN, VMA_ALLOCATION_CREATE_DEDICATED_MEMORY_BIT | VMA_ALLOCATION_CREATE_MAPPED_BIT);
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imgbuilder.setMemoryType(
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VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT,
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VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT | VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
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mImage.Image = imgbuilder.create(fb->device, &allocatedBytes);
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mImage.Image->SetDebugName("VkHardwareTexture.mImage");
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mTexelsize = texelsize;
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ImageViewBuilder viewbuilder;
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viewbuilder.setImage(mImage.Image.get(), format);
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mImage.View = viewbuilder.create(fb->device);
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mImage.View->SetDebugName("VkHardwareTexture.mImageView");
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auto cmdbuffer = fb->GetTransferCommands();
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VkImageTransition imageTransition;
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imageTransition.addImage(&mImage, VK_IMAGE_LAYOUT_GENERAL, true);
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imageTransition.execute(cmdbuffer);
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bufferpitch = int(allocatedBytes / h / texelsize);
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}
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}
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uint8_t *VkHardwareTexture::MapBuffer()
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{
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if (!mappedSWFB)
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mappedSWFB = (uint8_t*)mImage.Image->Map(0, mImage.Image->width * mImage.Image->height * mTexelsize);
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return mappedSWFB;
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}
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unsigned int VkHardwareTexture::CreateTexture(unsigned char * buffer, int w, int h, int texunit, bool mipmap, const char *name)
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{
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// CreateTexture is used by the software renderer to create a screen output but without any screen data.
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if (buffer)
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CreateTexture(w, h, mTexelsize, mTexelsize == 4 ? VK_FORMAT_B8G8R8A8_UNORM : VK_FORMAT_R8_UNORM, buffer, mipmap);
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return 0;
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}
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void VkHardwareTexture::CreateWipeTexture(int w, int h, const char *name)
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{
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auto fb = GetVulkanFrameBuffer();
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VkFormat format = VK_FORMAT_B8G8R8A8_UNORM;
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ImageBuilder imgbuilder;
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imgbuilder.setFormat(format);
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imgbuilder.setSize(w, h);
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imgbuilder.setUsage(VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT, VMA_MEMORY_USAGE_GPU_ONLY);
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mImage.Image = imgbuilder.create(fb->device);
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mImage.Image->SetDebugName(name);
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mTexelsize = 4;
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ImageViewBuilder viewbuilder;
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viewbuilder.setImage(mImage.Image.get(), format);
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mImage.View = viewbuilder.create(fb->device);
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mImage.View->SetDebugName(name);
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if (fb->GetBuffers()->GetWidth() > 0 && fb->GetBuffers()->GetHeight() > 0)
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{
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fb->GetPostprocess()->BlitCurrentToImage(&mImage, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
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}
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else
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{
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// hwrenderer asked image data from a frame buffer that was never written into. Let's give it that..
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// (ideally the hwrenderer wouldn't do this, but the calling code is too complex for me to fix)
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VkImageTransition transition0;
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transition0.addImage(&mImage, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, true);
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transition0.execute(fb->GetTransferCommands());
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VkImageSubresourceRange range = {};
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range.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
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range.layerCount = 1;
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range.levelCount = 1;
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VkClearColorValue value = {};
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value.float32[0] = 0.0f;
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value.float32[1] = 0.0f;
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value.float32[2] = 0.0f;
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value.float32[3] = 1.0f;
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fb->GetTransferCommands()->clearColorImage(mImage.Image->image, mImage.Layout, &value, 1, &range);
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VkImageTransition transition1;
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transition1.addImage(&mImage, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, false);
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transition1.execute(fb->GetTransferCommands());
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}
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}
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VkMaterial* VkMaterial::First = nullptr;
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VkMaterial::VkMaterial(FGameTexture* tex, int scaleflags) : FMaterial(tex, scaleflags)
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{
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Next = First;
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First = this;
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if (Next) Next->Prev = this;
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}
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VkMaterial::~VkMaterial()
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{
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if (Next) Next->Prev = Prev;
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if (Prev) Prev->Next = Next;
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else First = Next;
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DeleteDescriptors();
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}
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void VkMaterial::DeleteDescriptors()
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{
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if (auto fb = GetVulkanFrameBuffer())
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{
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auto& deleteList = fb->FrameDeleteList;
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for (auto& it : mDescriptorSets)
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{
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deleteList.Descriptors.push_back(std::move(it.descriptor));
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}
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}
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mDescriptorSets.clear();
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}
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void VkMaterial::ResetAllDescriptors()
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{
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for (VkMaterial* cur = First; cur; cur = cur->Next)
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cur->DeleteDescriptors();
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auto fb = GetVulkanFrameBuffer();
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if (fb)
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fb->GetRenderPassManager()->TextureSetPoolReset();
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}
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VulkanDescriptorSet* VkMaterial::GetDescriptorSet(const FMaterialState& state)
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{
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auto base = Source();
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int clampmode = state.mClampMode;
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int translation = state.mTranslation;
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auto translationp = IsLuminosityTranslation(translation)? translation : intptr_t(GPalette.GetTranslation(GetTranslationType(translation), GetTranslationIndex(translation)));
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clampmode = base->GetClampMode(clampmode);
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for (auto& set : mDescriptorSets)
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{
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if (set.descriptor && set.clampmode == clampmode && set.remap == translationp) return set.descriptor.get();
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}
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int numLayers = NumLayers();
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auto fb = GetVulkanFrameBuffer();
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auto descriptor = fb->GetRenderPassManager()->AllocateTextureDescriptorSet(max(numLayers, SHADER_MIN_REQUIRED_TEXTURE_LAYERS));
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descriptor->SetDebugName("VkHardwareTexture.mDescriptorSets");
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VulkanSampler* sampler = fb->GetSamplerManager()->Get(clampmode);
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WriteDescriptors update;
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MaterialLayerInfo *layer;
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auto systex = static_cast<VkHardwareTexture*>(GetLayer(0, state.mTranslation, &layer));
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auto systeximage = systex->GetImage(layer->layerTexture, state.mTranslation, layer->scaleFlags);
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update.addCombinedImageSampler(descriptor.get(), 0, systeximage->View.get(), sampler, systeximage->Layout);
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if (!(layer->scaleFlags & CTF_Indexed))
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{
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for (int i = 1; i < numLayers; i++)
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{
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auto syslayer = static_cast<VkHardwareTexture*>(GetLayer(i, 0, &layer));
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auto syslayerimage = syslayer->GetImage(layer->layerTexture, 0, layer->scaleFlags);
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update.addCombinedImageSampler(descriptor.get(), i, syslayerimage->View.get(), sampler, syslayerimage->Layout);
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}
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}
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else
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{
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for (int i = 1; i < 3; i++)
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{
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auto syslayer = static_cast<VkHardwareTexture*>(GetLayer(i, translation, &layer));
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auto syslayerimage = syslayer->GetImage(layer->layerTexture, 0, layer->scaleFlags);
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update.addCombinedImageSampler(descriptor.get(), i, syslayerimage->View.get(), sampler, syslayerimage->Layout);
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}
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numLayers = 3;
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}
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auto dummyImage = fb->GetRenderPassManager()->GetNullTextureView();
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for (int i = numLayers; i < SHADER_MIN_REQUIRED_TEXTURE_LAYERS; i++)
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{
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update.addCombinedImageSampler(descriptor.get(), i, dummyImage, sampler, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
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}
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update.updateSets(fb->device);
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mDescriptorSets.emplace_back(clampmode, translationp, std::move(descriptor));
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return mDescriptorSets.back().descriptor.get();
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}
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